Wyld Duels

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    WYLD DUELS

    A POKER PLAYING

    MINIATURES GAME

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    Wyld Duels is a skirmish sized miniatures game that pits gangs of duelers in oneon one combat with each other. Wyld Duels is set in a steam punk environmentthat mixes the flavor of late seventeenth century with science fiction technology.You are only limited to your imagination when it comes to creating your gang ofduelers. Wyld Duels is played like many other miniatures games with movement

    and attack being standard. What separates this game is that it uses a D 10version of poker and other card games to resolve combat. n Wyld Duels eachplayer rolls ten sided dice !from here referred to as a D10" to create their #hand$%and bet life points against their opponent. &ach dueler in your gang will havetheir own special ability to hopefully give them the upper hand in combat. 'angsizes are small and easy to manage. (his also makes the games fast paced andeasy to set up and play several games in a small amount of time. You can alsochange special abilities between games to alter your strategy.

    OVERVIEW

    )efore we begin% let*s start with a basic overview of the game and fill in thedetails later on in the specific rules section. Wyld duels is played between two ormore players on a small + foot by + foot board. &ach player has a team offighters that engage the other players models to gain control of the board. ,players team is referred to as a #'ang$. ,nd each fighter in the gang is referredto as a #Dueler$. &ach gang is led by a leader. You can refer to your leader as#sheriff$% #boss$% #hero$ or anything else as long as they are denoted as theleader. &ach leader of a gang has the same special ability described later in therules. (he rest of your gang will be composed of other characters with their own

    special ability. , characters special ability is known as their #class$. -haractersmay only be one class at a time during a game. You may change a charactersclass in your gang between games. n addition to your leader% your gang willhave three other duelers in it. -hoose a separate class for each of your duelers.You cannot have two duelers with the same class in one gang. When in combatwith another dueler% each player rolls five% ten sided dice and adusts the resultusing that particular models special ability. (hese rolls are done in secret so asnot to be seen by your opponent. (his is called your #/and$. ext each player%starting with the attacker place bets using health points to try to inflict damage onthe opposing dueler. (he first player to defeat all of their opponents is the winner.nlike #real$ poker !or card poker"% in D10 poker% there are no face cards or suits.

    (his is important as which hand beats what will be slightly different than cardpoker.

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    ITEMS NEEDED TO PLAY

    (here are several items that you will need to play Wyld Duels. While some maybe slightly difficult to find !D10s"% most should be easily found around the houseor at least some sort of substitute. )elow is a list of items re2uired to play andsome ideas as to some alternatives.

    3& ,D 3,3&45 &ach player will need access to a pen and some paper tokeep track of their gang. t is suggested that you write down a list of each duelerin your gang% their class% health points% and any background information that youwish to add such as their name and relation to other gang members.

    46&45 You will need at least one ruler to measure the distance each dueler canmove. , regular 1+ inch ruler will work. 7r you can use a flexible ruler or tapemeasure.

    36,Y' 849,-&5 , two foot by two foot area is ideal for this game to beplayed on. ,ny table or flat surface will do. Depending on your game% you maywant to make your area larger.

    (&44,5 (errain is defined as any obect on the playing surface that can beused strategically to hide behind% an obect that does not directly interact with theplaying pieces% or decorative obects that add character to your environment. nthis game% terrain is used to depict buildings% furniture% walls% and doors. Duelers

    may interact with obects during their movement action. 8uch as open doors% orpick up items.

    (& 8D&D D-& !:"5 ,s described earlier% each dueler uses ten sided dice tomake their poker hand. While most only use five at a time% you will need six asyour leader always role six.

    ;7D&68 !< ;;;"5 You will need at least four models to represent yourgang on the playing field. You can use any type you wish as long as both playersagree that they are appropriate for play in each game. You can use something assimple as chess pieces or plastic army men. 7r you can use more elaborate

    models that are custom made by you.

    D-& 8-4&&85 &ach player will need a dice screen. , dice screen is definedas anything that you can use to conceal your dice roll from your opponent untilyou are ready to reveal your hand. , book or piece of stiff card board should besufficient to be used as a dice screen.

    /&,6(/ ;,4=&485 &ach player should have enough health markers to keep

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    track of how much health each of their duelers have during the course of thegame. 3oker chips are ideal for this purpose and also add to the context of thegame. You can also use spare change such as pennies% nickels% and dimes if youlike.

    BUILDING YOUR GANG

    ,s states earlier% gangs consist of a leader and three duelers. &ach dueler hasa special ability that characterizes their class% and you may only have one ofeach class in your gang at one time. -haracter classes are discussed later in therules. You may pick any character class combination you wish% for your gang%that you think will defeat your opponent. &ach gang member has ten healthpoints that they can use to wager with during combat with other models. Whenthey run out of health points% they are removed from the game. &ach gangmember can also move up to six inches during their movement action. Writedown on a piece of paper or index card your gang roster. (his should includeyour individual member*s names% class% and a space to keep track of healthpoints. ow that you have built your gang% let*s start playing.

    PLAYING THE GAME

    6et*s get started playing the game. (he first thing to do is to set up the board.

    8tart with your + foot by + foot playing area and add in some terrain. Your terrainshould reflect the environment you are trying to represent. Determine whetheryou are fighting inside or outside. 8ome examples of interiors are a saloon% bank%casino% river boat interior% or even the inside of an air ship. ,n outside area couldrepresent a back alley% deserted road crossing% rail road yard% or anything elseyou can think of. 3lace your terrain so that it is evenly placed around the boardand not clumped up together in one area as to give one side an unfairadvantage.3lacing models5 ,fter all the terrain has been placed on the board% each playerrolls a D10 to determine who places their duelers on the board first% (he winnerof the roll chooses which side of the table he wishes to start on and places hic

    gang leader anywhere within six inches from the edge of the board he haschosen. f you are using a larger playing area% you can place your charactersanywhere on the first 2uarter of your starting edge of the board. ,fter the firstplayer*s leader is placed% players alternate placing duelers until all models havebeen placed as desired.,ctions5 ,fter all models have been placed on the board% the player who placedmodels second will activate first. 7n each players turn% you may perform (W7actions. (here are two types of actions. ;ove and attack. You may use your

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    actions in any order you wish with the following restriction. Duelers cannotperform the same action twice on the same turn unless their class allows themto. ,ll duelers may move and attack or vice versa. You may also have twodifferent duelers perform one separate action on your turn. 9or example% you canhave one model move and attack% or you can have two separate models move

    once or attack once. You cannot have the same model move twice or attacktwice on the same turn unless that is their special ability. 3layers alternate turnsin this fashion until there is a winner.;ovement5 When activated% a dueler can move up to six inches per activation.8ome different thing you can do during a movement activation are as follows.;ove in a straight line.4un around a corner./ide behind obects.)reak away from combat or move into combat.You can move out of combat with one opponent and into combat with another aslong as they are within the six inches.

    You may also open doors and pick up obects at no additional penalty during youmovement action.,ttacks5 When a dueler performs an attack action% both players roll their combatdice. 4efer to your attacker*s and target*s character class for special options andabilities to modify your combat roll. &ach player rolls their combat roll from behindthe safety of their dice screen so as to hide the result from their opponent. ,fterall modifications have been made to your combat roll% the attacker will bid anamount of hit points they deem appropriate up to their maximum amount ofhealth that the attacking dueler has. (he defending player must accept theattacker*s bid% but may also raise the bid higher if they feel they can beat theattacker*s hand. f either party has bet all of their health points% they are

    considered #,66 $. Duelers cannot be forced to bid higher than their maximumhealth available. 7nce the bidding process is over% both players reveal their rollresults and determine the winner of the combat round. (he looser deducts theamount of health points that is e2ual to the final bid amount. f the looser wasconsidered all in% then that model is removed from play as a casualty. f thelooser is still in the game% they may continue as normal% but with a decreasedamount of health points to use in future combat rounds. (he winner of thecombat round does not gain health points or receive anything from the loser.(hey simply survive to fight on. (he game is won when the opposing player runsout of duelers to activate and has no more units available.

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    What )eats What>n the game of Wyld Duels% we use ten sided dice instead of cards to play a handof poker. Due to this% the winning hands are slightly different than normal rules of

    poker. (he following is a list of winning hands in ascending order from worst tobest. ote that there are no flush hands due to the dice not having suits.

    1. /igh number5 (en% or !0" is the highest number on the dice.2. 7ne 3air5 (wo of the same number in your hand !++".3. (wo 3air5 (wo pairs of numbers that match each other !??@@".

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    Dueler Classes

    6&,D&45 (his is the leader of your gang. You must always this

    class as one of your gang members. ,s the leader% this dueler has alittle something extra that the other members don*t. (o reflect thisspecial ability% your leader rolls 8 dice and picks the bet five tokeep.

    ;Y8(-5 (his character has the ability to manipulate the worldaround them. ;aybe% ust enough to tip the hand of fate in theirfavor. ;ystics may manipulate one of their combat dice up or downone number if they so choose.

    47'&5 4ouges take advantage of every opportunity that presentsitself. &ven if a little cheating is re2uired. 4ouges may reroll onecombat dice during combat. (hey must accept the second result.

    )4,W6&45 , brawler is a hand to hand expert. sing theiradvanced training and brute force% a brawler may attack twice in oneturn as long as you have the action points to do so.You may attackthe same target twice% or two different targets within hand to handcombat range.

    '86'&45 (his is the only class that can attack an enemy thatit is not touching. You must be able to see your target. f you loosethe combat% you still take damage as normal.

    WY6D ;,8(&45 )efore making a combat roll% this character maydeclare one number of their choosing to be the #wyld$ cardC Whenthis number comes up during the combat roll% (he wyldmaster cansubstitute the wyld number with any number they wish.

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    (/& (&,5 (his dueler is from the great state of (exasC When thisdueler enters into combat with someone% they may choose to play(exas hold*em instead of regular poker. n order to play (exas

    hold*em% both players share three dice.

    )&4E&4=&45 , berserker defies the odds and will go all in whenfaced with dire circumstances. f a berserker goes #all in$ duringcombat% they will deal double damage if they win the hand.

    8-7(5 8couts go in ahead of the rest of the group to gauge thestrength of the enemy% and to taunt targets. , scouts special ability

    allows it to make an additional move action instead of using anattack action.

    Concluson hope that you enoy playing Wyld Duels as much as enoyed making it. n playtesting% it has proven to be 2uite addicting and exciting to play. /ave fun and

    enoy this wild west inspired game9ranz )raatz